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Tuesday, January 18, 2011

iPhone iOS 4.3 Beta!




Strait talk

Strait talk ep 3



Strait Power is a hydroelectric solution without the dam problem.

The goal of Strait Power: Redefine the motor of the Motor City.

Detroit River has a high water flow of 210,000 cubic feet per second (cfs), a medium water flow of 184,000 cfs, and a low water flow of 170,000 cfs, respectively, with a 2.9 ft drop from Lake St. Clair to Lake Erie.

The Detroit River puts out about 370,000,000 foot pounds of force per second. Strait Power is looking to harness this.

Strait Power is a patent pending concept used to harvest energy from flowing water. This concept, born from Michigan native Anthony Reale, can provide a new industry, and power to the motor city.

With Detroit leading the way in this hydroelectric concept, it can again show the world how to empower its people, carbon free.


Strait Talk ep 2





Strait Power is a hydroelectric solution without the dam problem.

The goal of Strait Power: Redefine the motor of the Motor City.

Detroit River has a high water flow of 210,000 cubic feet per second (cfs), a medium water flow of 184,000 cfs, and a low water flow of 170,000 cfs, respectively, with a 2.9 ft drop from Lake St. Clair to Lake Erie.

The Detroit River puts out about 370,000,000 foot pounds of force per second. Strait Power is looking to harness this.

Strait Power is a patent pending concept used to harvest energy from flowing water. This concept, born from Michigan native Anthony Reale, can provide a new industry, and power to the motor city.

With Detroit leading the way in this hydroelectric concept, it can again show the world how to empower its people, carbon free.


Strait talk




Strait Power is a hydroelectric solution without the dam problem.

The goal of Strait Power: Redefine the motor of the Motor City.

Detroit River has a high water flow of 210,000 cubic feet per second (cfs), a medium water flow of 184,000 cfs, and a low water flow of 170,000 cfs, respectively, with a 2.9 ft drop from Lake St. Clair to Lake Erie.

The Detroit River puts out about 370,000,000 foot pounds of force per second. Strait Power is looking to harness this.

Strait Power is a patent pending concept used to harvest energy from flowing water. This concept, born from Michigan native Anthony Reale, can provide a new industry, and power to the motor city.

With Detroit leading the way in this hydroelectric concept, it can again show the world how to empower its people, carbon free.

Detroit River January 8, 2011





Downbound Canadian Coast Guard Ship Griffon, CSL Assiniboine, John G. Munson, Canadian Coast Guard Ship Samuel Risley. Upbound American Mariner

Testing a shark-inspired hydropower turbine







A new turbine inspired by the mouth of the basking shark was recently tested at the University of Michigan's Marine Hydrodynamics Laboratory. It could potentially serve as a safer and more environmentally-friendly way to power remote research camps in Alaska, where U-M researchers involved in the North Slope Initiative go each spring to monitor the ecosystem. Read more about it at LabLog at http://tinyurl.com/4825tqm










What is Strait Power?
http://straitpower.blogspot.com

Strait Power is a hydroelectric solution without the dam problem.

The goal of Strait Power: Redefine the motor of the Motor City.

The State Of Wikipedia (Video + Infographic)




Wikipedia just celebrated its tenth birthday. As a self-proclaimed fan of the site, I wanted to share with you this video, made for the occasion as Wikipedia enters its second decade.

The ‘State Of Wikipedia’ video is part of the ‘State Of’ series made by interactive agency from JESS3, and is narrated by Wikipedia co-founder Jimmy Wales.

Today, the English Wikipedia now stands at 3.5+ million articles (up from roughly 500,000 in March 2005), and more than 17 million across all languages.

No matter what you think about Wales, the foundation or the site, that’s an impressive feat.

The Health Care Debate Redux


More at The Real News

Meet Milo The Virtual Boy: Cloud-Sculpting The Mind of a Synthetic Human




…demos Milo, a hotly anticipated video game for Microsoft’s Kinect controller. Perceptive and impressionable like a real 11-year-old, the virtual boy watches, listens and learns — recognizing and responding to you.


The demonstration begins with an explanation of how Milo is constructed. A combination of the following three elements allow Milo to exist:


1.A Kinect Camera
2.Artificial Intelligence developed by Microsoft
3.Emotional Artificial Intelligence built by Lionhead Studios.


Milo moves through a synthetic environment predicated on User-directed biofeedback/body gestures: no mechanical controllers are necessary. Unfortunately, Milo’s introductory learning curve [which is integral to the "game" leveling system] involves inherent gender bias: if you’re a girl, your initial game variable is a Butterfly whereas if your a boy, you’ll be presented with a Snail.

The demonstration goes on to illustrate how Milo’s face is comprehensively AI driven. His facial movements include blush response, nostril “flare” size [indicating stress], “body matching” [causing neuro-linguistically driven facial alterations] and responses to verbal cues. Peter then describes how Milo’s personality development is predicated on a Cause-and-Effect dynamic. This causality is showcased via 3 examples:

1.The User can choose to direct Milo to squash a snail: if the User does it will effect “…how Milo develops”. The specifics of the verbal stimulus employed including how the User vocalises [specific phrases and intonations] all contribute to a database that informs and effects future interactions.

2.The User teaches Milo to skim stones over the surface of a river [skewed gender stereotyping is again evident here].

3.The User choosing to clean Milo’s room: Milo’s recognition of the User’s beneficial intervention and verbal engagement promotes sustained developmental interaction based on [what Peter terms] “deep psychology”.


This “deep psychology” [or what is described in synthaptic terms as "augmentology"] encourages a User’s empathy loadings. This in turn allows such games to shift towards complex experientially-defined engagement. These games surpass the hollow reinforcement of contemporary Social Games such as Farmville: instead, the User “levels up” by knitting fictionalised engagement with personality/identity construction and personalised growth variables. The element of cloud-directed learning [coaching synthetic humans whose social and chronological development depends on "crowdsourced" input] creates enormous opportunities for instruction and feedback via these types of “Reality Gaming” systems [highlighted here by Seth Priebatsch]:

Pediatric Adventure




“Aaaarrrr ye ready?” the hospital technologist growls, handing the patient a black-felt pirate hat. “Yer pirate ship awaits, Cap’n.”

The child draws the hat to his head. Skull-and-crossbones sneer through the waiting room, as if proclaiming, “I’m not just a patient. I’m a pirate.”

The 7-year-old’s mother holds his hand as they walk to the CT room. She assures him that he’s going to have a great adventure. They’ve come here— Children’s Hospital of Pittsburgh of UPMC—to have his sinus cavities scanned.

As the mini-swashbuckler nears the room, a set of brown planks extend into the hallway, leading to his ship. Soon there is crisp blue water beneath and the subtle smell of coconut in the air.

“Welcome to Pirate Island,” a nurse says, as the boy enters the room.

On this day, Duncan Auer is a pirate.

Duncan’s boat is actually a specially decorated CT machine. The exam bed has been made to look like a hull. The CT tube: a wooden steering wheel. The water and planks below: brown and blue decals on the floor. The coconut smell: an aromatherapy scent—piƱa colada—churning from a black vaporizer in the corner.

Watch the video
Go behind the scenes with with the designers of GE’s Adventure Series™.
There are seven other rooms besides Pirate Island, whose themes include a jungle, a campground and an underwater fantasy. They are part of a pilot GE Healthcare program called the GE Adventure Series™, developed in partnership with Children’s Hospital, to help reduce stress in children undergoing imaging scans. The series is currently not commercially available.

“Children are very cooperative,” says Duncan’s mother, Liz Auer, who works as a preschool teacher. “If you can use your imagination and encourage [kids] to use theirs, you can make any experience into something that can be fun or, at the very least, relaxing and not stressful,” she says.

And while all the decals, costumes and role-playing may seem at once whimsical as well as obvious. They are not.